FERNANDO, RULI (2024) PELATIHAN TEKNOLOGI VIRTUAL REALITY (VR) SEBAGAI SARANA PENGUJIAN KOMPETENSI PERSONEL ARFF DI BANDARA INTERNASIONAL SOEKARNO HATTA. S1 thesis, Universitas Mercu Buana Jakarta.
Text (HAL COVER)
01 COVER.pdf Download (433kB) |
|
Text (ABSTRAK)
02 ABSTRAK.pdf Download (100kB) |
|
Text (BAB I)
03 BAB 1.pdf Restricted to Registered users only Download (143kB) |
|
Text (BAB II)
04 BAB 2.pdf Restricted to Registered users only Download (381kB) |
|
Text (BAB III)
05 BAB 3.pdf Restricted to Registered users only Download (260kB) |
|
Text (BAB IV)
06 BAB 4.pdf Restricted to Registered users only Download (523kB) |
|
Text (BAB V)
07 BAB 5.pdf Restricted to Registered users only Download (136kB) |
|
Text (DAFTAR PUSTAKA)
08 DAFTAR PUSTAKA.pdf Restricted to Registered users only Download (149kB) |
|
Text (LAMPIRAN)
09 LAMPIRAN.pdf Restricted to Registered users only Download (176kB) |
Abstract
This research aims to analyzing Virtual Reality (VR) Technology Training as a Means of Competency Testing for Personnel ARFF In Airport International Soekarno-Hatta. The research method used is a quantitative method, by using populations and samples, Data sources are carried out in two ways, namely primary data and observation and data collection methods, namely observation, questionnaires, literature study and documentation. Based on the results of this research, it can be proven that training (X1) was found to have no direct influence on competency (Y2). Training (X1) was found to have a direct influence on virtual reality technology (Y1). Virtual reality technology (Y1) was found to have a direct influence on competence (Y2). Virtual reality technology (Y1) was found to have an influence in its role as partial mediation on the relationship between training (X1) and competency (Y2). Keywords: Training, Virtual Reality (VR), Competence, and ARFF Personnel Penelitian ini bertujuan untuk menganalisis Pelatihan Teknologi Virtual Reality (VR) Sebagai Sarana Pengujian Kompetensi Personel ARFF Di Bandara Internasional Soekarno-Hatta. Metode penelitian yang dipakai adalah metode kuantitaif, dengan menggunakan populasi dan sampel, sumber data dilakukan dengan dua cara yaitu data primer dan observasi serta metode pengumpulan data yaitu dengan observasi, kuesioner, studi pustaka dan dokumentasi. Berdasarkan hasil dari penelitian ini dapat dibuktikan bahwa Pelatihan (X1) ditemukan tidak memiliki pengaruh langsung terhadap kompetensi (Y2). Pelatihan (X1) ditemukan memiliki pengaruh langsung terhadap technology virtual reality (Y1). Teknologi virtual reality (Y1) ditemukan memiliki pengaruh langsung terhadap kompetensi (Y2). Teknologi virtual reality (Y1) ditemukan memiliki pengaruh dalam perannya sebagai mediasi secara parsial pada hubungan antara pelatihan (X1) dengan kompetensi (Y2). Kata kunci : Pelatihaan, Virtual Reality (VR), Kompetensi, dan Personel ARFF
Actions (login required)
View Item |